• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3085
  • 2478
  • 404
  • 364
  • 359
  • 265
  • 240
  • 194
  • 145
  • 64
  • 63
  • 51
  • 39
  • 38
  • 31
  • Tagged with
  • 8831
  • 2350
  • 1453
  • 1049
  • 731
  • 696
  • 688
  • 676
  • 662
  • 647
  • 636
  • 630
  • 625
  • 590
  • 572
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
531

Numerical modelling of the head-related transfer function

Kahana, Yuvi January 2000 (has links)
No description available.
532

The influence of stroboscopic auditory stimuli on visual apparent motion perception

Haas, Michael William January 1995 (has links)
No description available.
533

Stereoscopic rendering

McCann, Shaun V. January 1997 (has links)
No description available.
534

Modelling and visualisation of systems with mixed-mode dynamics

Hollands, Robin January 1994 (has links)
No description available.
535

Mathematical modelling of the parameters and errors of a contact probe system and its application to the computer simulation of coordinate measuring machines

Baird, Patrick James Samuel January 1996 (has links)
No description available.
536

Distributed interactive simulation

Yu, Xiaoning January 1999 (has links)
No description available.
537

Automated lip synchronisation for human computer interaction, animation, and communications : the MATRTI Project

Jones, Christian Martyn January 1998 (has links)
No description available.
538

Visualising the structure and use of large scale hypermedia databases

Brown, Christohper Colburn January 1998 (has links)
No description available.
539

Absolute auditory object localization

Shotter, Emily January 1997 (has links)
This thesis concerns the potential use of auditory virtual reality (A VR) in safety-critical situations. Localization accuracy is essential in many VR situations, such as simulated cockpits, where vision is fully occupied and targets must be signified acoustically. However, the errors reported for localizing 3D sounds varies considerably in the literature and some (e.g. Wightman & Kistler, 1989; Wenzel et aI, 1993) report fairly large errors. This thesis consists of an evaluation of the use of acoustic cues to indicate the location of certain targets. A Knowles Electronic Manikin for Acoustic Research (KEMAR) was used to examine the effects of individualized pinnae on localization accuracy. The results showed that using our own pinnae over foreign pinnae provides little or no benefit. More surprisingly, substantial errors were observed in this study. This initial result drove the fundamental investigation into the large angle errors. The method of eliciting subject responses was investigated. The findings established response method as an important methodological feature in localization experiments from the significant effect it has on the results. Error values can be halved when using a categorical method, compared to an unguided (non-categorical) method, possibly because it constrains the subjects' response options. A further possible constraint on subject responses is the effect of memory in absolute judgement tasks. If the memory of one sound impinges on subsequent sounds then the subject's judgement is constrained and the measurement of error may be contaminated. This effect was studied by introducing variable delays that should affect memory .(0 a different extent. No obvious differences in accuracy were noted. This rules out 'interstimulus interval' as a cause for the variability of reported angle errors. Stimulus types were varied in an effort to maximise acuity. Although broadband sounds are purported to give the smallest errors (e.g. Stevens & Newman, 1936; Sandel et aI, 1955), this investigation offered a unique comparison of long and shortduration broadband and complex sounds. But consistently high angle errors forced the inclusions of non-acoustic cues such as vision and head movements, which decreased the error to between 0° and 7°. III The implicatioos for VR in light of the importance of vision (demonstrated by this work), are that it is 'not advisable to implement an auditory cueing system that may conflict or fail to be guided by vision. Where high levels of accuracy are required, as is paramount in safety-criticalsituations, auditory localizatioo is not sufficient as a sole cue to target location. Scientific conclusion: The acoustic cues alone (independent of context) cannot support accurate auditory localization. Applications conclusion: It is not advisable to implement an auditory cueing system that is not guided by vision.
540

Haute games : innovative self and self-identity blendings

Parker, Maggie January 2008 (has links)
This thesis introduces the original idea that it is possible, and productive, to consider the ‘blending’ of (or deliberate creative combining of methods from) the fields of fine art practice and science practice, using selected empirical research methods to investigate constructions of self and self-identity that emerge between disciplines. In particular, the thesis investigates how the scientific aspects of modern computer games, for instance, can be seen to affect emotional responses from viewers and how those responses are, in turn, affected by the ‘blending’ of aesthetic concerns with consideration of alternative cognitive processes that induce relaxation to connect with participant-players’ self-identities. This process created a method to access cognitive processes, hitherto unexplored by computer-game developers. This research locates its arguments primarily in and between the disciplines, Art and Game Studies and supports the findings with examples taken from art practice and with theories of Psychology and Gaming. This thesis documents the creation of the author’s original hybrid ‘art- work-game’, known as ‘Star World’. It describes the process of ‘Star World’s’ creation, with analysis of the efficacy of this environment as a space where the mapping of narrative, and where perceptual and interactive ‘blendings’ of self and self-identity were employed and tested, with both qualitative and empirical studies of the experiences and perceptions of participant-players. The research focuses on how the distinctive abstract environment, ‘Star World’, affords and facilitates personal expression and interaction for computer-game players. It reveals specific cognitive processes undergone by participant-players; evidence that supports and validates the conjecture that participant-players use personal frames of reference when navigating, exploring and interpreting computer games. Teach-back protocols and their impact are shown to improve the interactivity and immersive potential of the environment. Overall, this thesis classifies ‘haute game’ rules that are formulated to identify virtual environments creating unique, alternative ‘blendings’ with participant-players and assembles a framework for developers to pursue, when producing original computer-game genres. It offers an innovative case study of value to future scholars of Game Studies, as well as to game developers, with cautionary examples provided to assist in dealing with situations where emotional states are accessed by game play. This thesis highlights the potential of interactive art and game design to produce beneficial outcomes for its participant-players, moreover, it demonstrates, with empirical evidence, the effect of the virtual environment on its participant-players.

Page generated in 0.0354 seconds